Now that 2.0 has been out a while, how do you view the new Force mechanic?
Summary: Force can be spent in the same way as Calculate tokens, changing results to hits/evades. But they regenerate every turn for most Force users. You don't need to do an action to get these, and you regen even if you bump etc.
Force also gives you access to VERY powerful force abilities which all break core game mechanics:
-Supernatural reflexes allows you to do a reposition action before you activate
-Instinctive aim lets you omit the Lock requirement on ordnance, e.g. Torpedoes
-Sense allows you to look at other ships' dials
-Heightened Perception allows you to attack first, or rather at I7
Counters? I see no counters. You can't block them as you would to deny token gaining via actions, you can't strip their tokens, you can't stop the regen, you can't stop them using it. You can't deny them the Lock if they have Instinctive aim. Just suck it up.
My opinion? Since it's concept that breaks core mechanics and principles it has to be priced highly to not be the cheese of 2.0. Force pilots are expensive, but still seem to be doing rather well. Luke/Vader are both top of the crop. I would like to see some kind of counter at some stage. E.g. an upgrade that creates a range 0-1 bubble in which Force can't be spent? Or some kind of limitation if the Force user overlaps so you at least can try to counter it.
What's your opinion and take on counters to Force?
Edited by westiebestie